Really? The current dimensions (354x200) correspond to a 17:10 ratio; 384x200 would be a 48:25 ratio, or approximately 19:10. I haven't heard about 19:10 screens yet.NeuralStunner wrote:Speaking of HUD displays, the widescreen display needs another 16 pixels on each side (total 384).
SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: SLADE v3.0.2 final Released
Oh, okay. 32 corresponds to the Doom status bar; Heretic uses 42 and Hexen uses 38. Strife's status bar hasn't been SBARINFOed so I don't feel like checking it out, but the sprites in the IWAD aren't cut anyway.
- NeuralStunner
-

- Posts: 12328
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: SLADE v3.0.2 final Released
The actual height of the status bar doesn't matter. It's a translated offset. In Decorate, Offset(0,32) is pretty much normal height. (Why it was done this way I have no idea, but we're stuck with it.)
As far as widescreen, you have to thing in terms of aspect "correction". 384x200 isn't 16:10 itself, but it's fit into that. (Divide 384 by the "magic number" 1.2 and bam.) I use a 1280x800 resolution with Vid_NoWidescreen enabled (for 1:1 pixel display). If I turn that off I can check whether my sprites are 16:10 friendly.
One of my melee weapons I gave an extra 32 pixels off the right side of the screen, and it was still "detaching" while bobbing. I had to add another 32 (total 48 offscreen) before it would look right. (I've changed it to a nonstandard bob since then, but I doubt the extra is going to work with 17:10 or beyong. I've stopped caring. I can't keep trying to support whatever else comes along, 19:10 will probably exist sooner or later. Extending a sprite for 16:10 is enough work.
)
As far as widescreen, you have to thing in terms of aspect "correction". 384x200 isn't 16:10 itself, but it's fit into that. (Divide 384 by the "magic number" 1.2 and bam.) I use a 1280x800 resolution with Vid_NoWidescreen enabled (for 1:1 pixel display). If I turn that off I can check whether my sprites are 16:10 friendly.
One of my melee weapons I gave an extra 32 pixels off the right side of the screen, and it was still "detaching" while bobbing. I had to add another 32 (total 48 offscreen) before it would look right. (I've changed it to a nonstandard bob since then, but I doubt the extra is going to work with 17:10 or beyong. I've stopped caring. I can't keep trying to support whatever else comes along, 19:10 will probably exist sooner or later. Extending a sprite for 16:10 is enough work.
Re: SLADE v3.0.2 final Released
Even in Heretic or Hexen, with custom weapons without YAdjust values?NeuralStunner wrote:The actual height of the status bar doesn't matter. It's a translated offset. In Decorate, Offset(0,32) is pretty much normal height. (Why it was done this way I have no idea, but we're stuck with it.)
The only place in the code where I see a value of 32 related to HUD weapon sprite display is in the check to see if they have A_Raised enough.
I don't follow since aspect ratio correction stretches things vertically, it doesn't shrink them horizontally. It all stems from the fact Doom was in 320x200 on CRT monitors that physically were 4:3, so pixels were taller than they were wide. 384x240 gives the same ratio as 320x200, sure, but you're talking about 384x200. That would need an aspect ratio correction factor of 1.44 vertically to fall back in 4:3 appearance.NeuralStunner wrote:As far as widescreen, you have to thing in terms of aspect "correction". 384x200 isn't 16:10 itself, but it's fit into that. (Divide 384 by the "magic number" 1.2 and bam.)
Set hud_bob to true if you want an extra bobbing guide 16 pixels away from the screen borders.NeuralStunner wrote:One of my melee weapons I gave an extra 32 pixels off the right side of the screen, and it was still "detaching" while bobbing.
- NeuralStunner
-

- Posts: 12328
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: SLADE v3.0.2 final Released
Yes.Gez wrote:Even in Heretic or Hexen, with custom weapons without YAdjust values?
I haven't looked at the source code at all but I can see end-results. And they're showing me that the guides are still too far in.
I know. And if I follow those guides the result is not correct.Gez wrote:Set hud_bob to true if you want an extra bobbing guide 16 pixels away from the screen borders.
I'd rather not have to start throwing screenshots at this. :/
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: SLADE v3.0.2 final Released
Major issue to point out: if you have a text lump open in a tab (by double-clicking the text lump), and have made changes to it, closing the tab (with the middle mouse button, possibly other ways too) will not ask you if you want to save changes. It will instead just close the tab and discard them.
Re: SLADE v3.0.2 final Released
Well I'd like to see some nonetheless.NeuralStunner wrote:I'd rather not have to start throwing screenshots at this. :/
There's a greater problem here, if it is still open in the archive tab, it won't be updated there...wildweasel wrote:Major issue to point out: if you have a text lump open in a tab (by double-clicking the text lump), and have made changes to it, closing the tab (with the middle mouse button, possibly other ways too) will not ask you if you want to save changes. It will instead just close the tab and discard them.
- NeuralStunner
-

- Posts: 12328
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: SLADE v3.0.2 final Released
Righto then.Gez wrote:Well I'd like to see some nonetheless.
Spoiler:
- Marisa the Magician
- Banned User
- Posts: 3886
- Joined: Fri Feb 08, 2008 9:15 am
- Preferred Pronouns: She/Her
- Operating System Version (Optional): (btw I use) Arch
- Graphics Processor: nVidia with Vulkan support
- Location: Vigo, Galicia
- Contact:
Re: SLADE v3.0.2 final Released
It's impossible for me to build it here on Linux. Seems to be due to the constant full rewrites of SFML in every minor update. <.<
- sirjuddington
- Posts: 1030
- Joined: Wed Jul 16, 2003 4:47 am
- Location: Australia
- Contact:
Re: SLADE v3.0.2 final Released
What? The only major change to the SFML API is from 1.6 -> 2.0.Saya-chan wrote:It's impossible for me to build it here on Linux. Seems to be due to the constant full rewrites of SFML in every minor update. <.<
Re: SLADE v3.0.2 final Released
Slightly OT for this thread, but I recently discovered that the renderer does squash the display horizontally, as evident by some of my WIP screens.Gez wrote:I don't follow since aspect ratio correction stretches things vertically, it doesn't shrink them horizontally.
Re: SLADE v3.0.2 final Released
Yeah, but that's GZDoom, which is its own brand of weirdness. I'm wondering if the same issues exist in plain old software-rendered ZDoom. (Or Eternity, PrBoom+, etc. SLADE 3 isn't GZLADE 3.)
Re: SLADE v3.0.2 final Released
FYI, I gave SLADE a shout out during the panel I was on at Quakecon, "Celebrating id Modding", while answering a question about tools. I mentioned it was still in development though, so hopefully users don't show up expecting a fully finished thing 
Video of the panel seems to be unavailable on the Quakecon youtube channel, but it should be up at some point.
Keep up the good work!
Video of the panel seems to be unavailable on the Quakecon youtube channel, but it should be up at some point.
Keep up the good work!
Re: SLADE v3.0.2 final Released
Thanks! Startpage found it on Quaddicted's channel:
- sirjuddington
- Posts: 1030
- Joined: Wed Jul 16, 2003 4:47 am
- Location: Australia
- Contact:
Re: SLADE v3.0.2 final Released
Very cool hehe, pity that video doesn't show the screenshots
Some very true points came up there, regarding the simplicity of Doom (and older games in general) modding compared to modern AAA titles.
Thanks for the mention
(here's hoping the slade3 map editor will be done by the end of the year...)
Thanks for the mention
- Xtyfe
- Posts: 1490
- Joined: Fri Dec 14, 2007 6:29 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
Re: SLADE v3.0.2 final Released
So, the possibility is high?sirjuddington wrote:(here's hoping the slade3 map editor will be done by the end of the year...)





